uniform float whiteIntensity;

void mainImage(out vec4 fragColor, in vec2 fragCoord)
{
    vec2 uv = fragCoord.xy / iResolution.xy;
   
    if(uv.x>whiteIntensity){
         uv.x = uv.x-fract(whiteIntensity);
        vec4 color1 = texture(iChannel0,uv);
        fragColor =color1;
    }else{
         vec4 color2 = texture(iChannel0,uv);
        fragColor =color2;
    }
    //fragColor = mix(color1,vec4(1.0,1.0,1.0,1.0),whiteIntensity);

}
